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-rw-r--r--Source/WebCore/platform/graphics/android/GraphicsLayerAndroid.cpp5
-rw-r--r--Source/WebCore/platform/graphics/android/LayerAndroid.cpp1
-rw-r--r--Source/WebCore/platform/graphics/android/ShaderProgram.cpp3
3 files changed, 5 insertions, 4 deletions
diff --git a/Source/WebCore/platform/graphics/android/GraphicsLayerAndroid.cpp b/Source/WebCore/platform/graphics/android/GraphicsLayerAndroid.cpp
index d7b792b..992585a 100644
--- a/Source/WebCore/platform/graphics/android/GraphicsLayerAndroid.cpp
+++ b/Source/WebCore/platform/graphics/android/GraphicsLayerAndroid.cpp
@@ -226,8 +226,11 @@ void GraphicsLayerAndroid::updateFixedPosition()
RenderLayer* renderLayer = renderLayerFromClient(m_client);
RenderView* view = static_cast<RenderView*>(renderLayer->renderer());
+ if (!view)
+ return;
+
// We will need the Iframe flag in the LayerAndroid tree for fixed position
- if (view && view->isRenderIFrame())
+ if (view->isRenderIFrame())
m_contentLayer->setIsIframe(true);
// If we are a fixed position layer, just set it
if (view->isPositioned() && view->style()->position() == FixedPosition) {
diff --git a/Source/WebCore/platform/graphics/android/LayerAndroid.cpp b/Source/WebCore/platform/graphics/android/LayerAndroid.cpp
index 95ccedc..c0fbf61 100644
--- a/Source/WebCore/platform/graphics/android/LayerAndroid.cpp
+++ b/Source/WebCore/platform/graphics/android/LayerAndroid.cpp
@@ -1315,6 +1315,7 @@ void LayerAndroid::dumpLayers(FILE* file, int indentLevel) const
writeMatrix(file, indentLevel + 1, "drawMatrix", drawTransform());
writeMatrix(file, indentLevel + 1, "transformMatrix", m_transform);
+ writeRect(file, indentLevel + 1, "clippingRect", SkRect(m_clippingRect));
if (m_isFixed) {
writeLength(file, indentLevel + 1, "fixedLeft", m_fixedLeft);
diff --git a/Source/WebCore/platform/graphics/android/ShaderProgram.cpp b/Source/WebCore/platform/graphics/android/ShaderProgram.cpp
index 6933890..0117bc0 100644
--- a/Source/WebCore/platform/graphics/android/ShaderProgram.cpp
+++ b/Source/WebCore/platform/graphics/android/ShaderProgram.cpp
@@ -333,9 +333,6 @@ void ShaderProgram::clip(const FloatRect& clip)
if (clip == m_clipRect)
return;
- if (clip.width() == 0 && clip.height() == 0)
- return;
-
// we should only call glScissor in this function, so that we can easily
// track the current clipping rect.